
Originally Posted by
capsela
My Changes to Eldritch Knight
Core 1: Eldritch Strike: Melee Cleave Attack. +1[w]. If this attack hits, your weapon also releases a blast of magical energy, dealing an additional 1 to 2 Force Damage per character level to all nearby foes.(Activation Cost: 0 SP Cooldown: 7 seconds) Exclusive with cleave, great cleave, either you can't take those or it's on the same timer.
You gain proficiency with Simple Weapons Your charges don't decay.
Every Core Ability in the Eldritch Knight tree grants you +2.5% stacking Incorporeality
Core 2: Spellsword (you get all four of the following toggles, 5SP to activate). Passive: +2% doublestrike, +15 Universal Spell Power. You gain proficiency in Light Armor and Martial Weapons.
Corrosive: Charge your equipped weapon with magical Acid, causing them to deal an addtional 1d6 (element) damage on hit. You gain an additional 1d6 every 3 (wizard/sorcerer) levels (at 6, 9, 12, 15, and 18). This damage scales with Acid Spell Power. While active, your Eldritch Strike deals 1-2 additional Acid damage per Character Level which scales with Acid Spell Power. While this is enabled, your weapon and shield attacks have Ghost Touch.
Flaming: As above, with fire
Frost: As above, with cold
Shock: As above, with electric
Core 3: Melee weapons are considered Spellcasting Implements in your hands. You gain the Quick Draw feat.
-15% Arcane Spell Failure from equipped Armor and Shields
+2% doublestrike
+15 Universal spellpower
Core 4: Heavy Armor Proficiency.
-20% Arcane Spell Failure from equipped Armor and Shields
+6 Resistance to Acid, Cold, Electric, Fire, and Sonic
+15 Universal spellpower
Core 5: You gain Tensor's Transformation as toggle.
+2% doublestrike
+15 Universal spellpower
Core 6: Eldritch Blade:
Your Eldritch Strike now grants you a Power Charge. When you have 5 Power Charges, they are removed, and you gain Eldritch Power. Eldritch Power: +25% melee damage, +4d6 Spellsword Dice, +3d4 Force Damage on Hit (this scales with Force spell power), +25 Universal spellpower, +15 PRR, +40 MRR. Duration 30 seconds.
Passive:
+1 Spellsword Die
+4 (Intelligence/Charisma)
+10 Universal spellpower
Tier 1:
Improved Mage Armor: (unchanged) Spell Like Ability: Mage Armor. (Activation Cost: 8/6/4 Spell Points). In addition, while you are under the effect of the Mage Armor spell, you gain a +3%/+6%/+10% Exceptional Bonus to Armor Class.
Arcane Siphon: Melee Attack:+1/2/3[w]. On hit: Gain +10/20/30 Universal Spell Power for 20 seconds. 12 second cooldown.
Item Defense (unchanged) You have a 25%/50%/75% chance to negate potential item wear.
Toughness (unchanged) +5/10/15 Max HP
Battlemage (unchanged) +1/+2/+3 Concentration, Intimidate, and Spellcraft.
Tier 2:
Improved Shield: Spell Like Ability: Shield (Activation Cost: 8/6/4 Spell points). In addition, while you are under the effect of the Shield spell, you gain +3/+6/+10 Exceptional Bonus to Physical Resistance Rating.
Mystic Wards: +3/6/10 MRR.
Action Boost: Spell Power: Activate to gain a +10/+20/+30 Action Boost bonus to Spell Power for 20 seconds. Cooldown: 30 seconds.
Shield Training: (unchanged) Passive: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
Wand & Scroll Mastery (unchanged) +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
Tier 3:
Improved Tensor's - While in Tensor's Transformation your cooldowns are 1.5 times as long and suffer -1 to DCs.
Eldritch Accuracy: You get (INT/CHA) to DAMAGE with weapons and shield bashes.
Synergetic Magic: While you have Action Boost: Spell Power active, you also get the benefits of Action Boost: Haste(+10/20/30 Action Boost bonus to Speed for 20 seconds.)
Critical Mastery: +2/3/4 to confirm critical hits and critical hit damage (before weapon multipliers)
Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)
Tier 4:
Perfect Tensor's Transformation Suffer no penalties for Tensor's
Improved Offhand: Multiselector:
Shield Striking: (unchanged) On Hit: +10%/+15%/+25% chance to proc an immediate Shield Bash attack with an equipped shield. Every six seconds while you have a shield equipped, you gain Temp HP equal to the TRIPLE enhancement bonus of your equipped shield.
Orb Saves: +2/3/4 to saving throws and +3/6/10 Universal Spell Power while holding an Orb
Delete Force's Point: When you cast a spell, you gain a stack of Force's Point: Martial (+1 to Hit and Damage). This stacks up to 5 times. When you hit with a melee weapon, you gain a stack of Force's Point: Magical (+2 Universal Spell Power). This stacks up to 10 times. Stacks last for 12 seconds each. You may only gain each effect once per second.
Knights Magic Boots - 1% movement speed increase for every wizard/sorcerer level.
Armored Arcana: You gain proficiency in Medium Armor, and suffer no Arcane Spell Failure from Light or Medium Armor
Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)
Tier 5:
Improved Tensor's Transformation: If you have Tensor's Transformation active, you also gain +1 Competence Bonus to Critical Multiplier with Melee Weapons.
Knight's Magic: Multiselector:
Knight Striker: If you have Tensor's Transformation active, you also gain +2 to Evocation DCs, +2 to Conjuration DCs.
Knight Controller: If you have Tensor's Transformation active, you also gain +2 to Enchantment DCs, +4 Spell Penetration.
Knight Fighter: If you have Tensor's Transformation active gain +1 competetence bonus to critical threat range
Delete Force's Edge: When you cast a spell, you gain +1 Competence Bonus to Critical Threat Range for 12 seconds. When you make a Melee Attack, you gain +5% Spell Critical Chance for 12 seconds.
Delete Radiant Forcefield: Spell Like Ability: Radiant Forcefield (Activation Cost: 30 Spell Points. Cooldown: 3 minutes.)
Eldritch Tempest: Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies and casts glitterdust. (Activation Cost: 50/40/30 Spell points. Cooldown: 60/45/30 seconds) If any foes are struck by Eldritch Tempest, your weapon also releases an explosion of magical force, dealing an additional 1d6 Force damage per character level to all nearby enemies. This additional force damage is affected by your spell power. (now 1AP per rank)